PGRData/Script/matrix/xui/xuifubencouplecombat/XUiFubenCoupleCombatDetail.lua

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-- v1.32 关卡介绍
--====================================================================
local XGridStageDesc = XClass(nil, "XGridStageDesc")
function XGridStageDesc:Ctor(ui, featureId, clickCB)
self.Ui = ui
self.FeatureId = featureId
self.ClickCB = clickCB
XUiHelper.InitUiClass(self, ui)
self:AddClickListener()
end
function XGridStageDesc:AddClickListener()
XUiHelper.RegisterClickEvent(self, self.RImgIcon, self.Click)
end
function XGridStageDesc:Refresh(desc, featureId)
self.FeatureId = featureId
if XTool.IsNumberValid(featureId) then
self.RImgIcon:SetRawImage(XFubenCoupleCombatConfig.GetFeatureIcon(featureId))
end
self.TxtDesc.text = desc
end
function XGridStageDesc:Click()
if self.ClickCB then
self.ClickCB(self.FeatureId)
end
end
function XGridStageDesc:SetActive(active)
self.GameObject:SetActiveEx(active)
end
--====================================================================
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local XUiGridStageBuff = require("XUi/XUiFubenCoupleCombat/ChildItem/XUiGridStageBuff")
local XUiFubenCoupleCombatDetail = XLuaUiManager.Register(XLuaUi, "UiFubenCoupleCombatDetail")
function XUiFubenCoupleCombatDetail:OnAwake()
self:AutoAddListener()
self.GridBuffList = {}
self.GridBuff.gameObject:SetActiveEx(false)
end
function XUiFubenCoupleCombatDetail:OnStart(rootUi)
self.GridList = {}
self.DescList = {}
self.RootUi = rootUi
self.AssetPanel = XUiPanelAsset.New(self, self.PanelAsset, XDataCenter.ItemManager.ItemId.FreeGem, XDataCenter.ItemManager.ItemId.ActionPoint, XDataCenter.ItemManager.ItemId.Coin)
end
function XUiFubenCoupleCombatDetail:OnEnable()
self.IsOpen = true
end
function XUiFubenCoupleCombatDetail:OnDisable()
self.IsOpen = false
end
function XUiFubenCoupleCombatDetail:SetStageDetail(stageId)
self.StageId = stageId
self.StageCfg = XDataCenter.FubenManager.GetStageCfg(self.StageId)
self.StageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId)
self.StageInterInfo = XFubenCoupleCombatConfig.GetStageInfo(self.StageId)
self.IsPassed = self.StageInfo and self.StageInfo.Passed
if not self.StageInterInfo then return end
local showReset = false
local useList = XDataCenter.FubenCoupleCombatManager.GetStageUsedCharacter(self.StageId)
if useList and next(useList) then
showReset = true
end
self.BtnEnter.gameObject:SetActiveEx(not showReset)
self.BtnReset.gameObject:SetActiveEx(showReset)
self:UpdateDesc()
self:UpdateCommon()
self:UpdateRewards()
self:UpdateFeature()
--self:UpdateStageFightControl()--更新战力限制提示
end
function XUiFubenCoupleCombatDetail:InitStarPanels()
self.GridStarList = {}
for i = 1, 3 do
local ui = self.Transform:Find("SafeAreaContentPane/PanelDetail/PanelTargetList/GridStageStar" .. i)
ui.gameObject:SetActive(true)
local grid = XUiGridStageStar.New(ui)
self.GridStarList[i] = grid
end
end
function XUiFubenCoupleCombatDetail:UpdateDesc()
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self.Skill.gameObject:SetActiveEx(false)
for i, desc in ipairs(self.StageInterInfo.Intro) do
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local featureId = self.StageInterInfo.Feature[i]
if not self.DescList[i] then
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self.DescList[i] = XGridStageDesc.New(XUiHelper.Instantiate(self.Skill, self.DescContent), featureId, function(id) self:ShowInfo(id) end)
end
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self.DescList[i]:Refresh(desc, featureId)
self.DescList[i]:SetActive(true)
end
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-- 隐藏多余
for i = #self.StageInterInfo.Intro + 1, #self.DescList do
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self.DescList[i]:SetActive(false)
end
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self.DescContent)
end
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function XUiFubenCoupleCombatDetail:ShowInfo(featureId)
if not XTool.IsNumberValid(featureId) then
return
end
local name = XFubenCoupleCombatConfig.GetFeatureName(featureId)
local desc = XFubenCoupleCombatConfig.GetFeatureDescription(featureId)
XUiManager.UiFubenDialogTip(name, desc)
end
function XUiFubenCoupleCombatDetail:AutoAddListener()
self.BtnEnter.CallBack = function() self:OnBtnEnterClick() end
self.BtnReset.CallBack = function() self:OnBtnResetClick() end
self.BtnCloseDetail.CallBack = function() self:OnBtnCloseDetailClick() end
end
-- auto
function XUiFubenCoupleCombatDetail:OnBtnResetClick()
XUiManager.DialogTip(nil, CSXTextManagerGetText("CoupleCombatResetStageTip"), XUiManager.DialogType.Normal, nil, function()
XDataCenter.FubenCoupleCombatManager.ResetStage(self.StageId, function()
XUiManager.TipText("CoupleCombatResetStageSucc")
self:Hide()
end)
end)
end
function XUiFubenCoupleCombatDetail:OnBtnCloseDetailClick()
self:Hide()
end
function XUiFubenCoupleCombatDetail:OnBtnEnterClick()
if self.IsPlaying then
return
end
if XDataCenter.FubenManager.CheckPreFight(self.StageCfg) then
XEventManager.DispatchEvent(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL)
CsXGameEventManager.Instance:Notify(XEventId.EVENT_FUBEN_COUPLECOMBAT_UPDATE)
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-- 如果有第五期请务必转移到UiBattleRoleRoom
XLuaUiManager.Open("UiNewRoomSingle", self.StageId)
self:Close()
end
end
function XUiFubenCoupleCombatDetail:Hide()
if self.IsPlaying or not self.IsOpen then
return
end
self.IsPlaying = true
self:PlayAnimation("AnimEnd", handler(self, function()
if XTool.UObjIsNil(self.GameObject) then
return
end
self.IsPlaying = false
self:Close()
XEventManager.DispatchEvent(XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL)
end))
end
function XUiFubenCoupleCombatDetail:UpdateCommon()
local stageId = self.StageId
local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
self.TxtTitle.text = stageCfg.Name
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self.TxtATNums.text = XDataCenter.FubenManager.GetRequireActionPoint(stageId)
local firstDrop = false
if not stageInfo.Passed then
local cfg = XDataCenter.FubenManager.GetStageLevelControl(stageId)
if cfg and cfg.FirstRewardShow > 0 or stageCfg.FirstRewardShow > 0 then
firstDrop = true
end
end
self.TxtFirstDrop.gameObject:SetActive(firstDrop)
self.TxtDrop.gameObject:SetActive(not firstDrop)
end
function XUiFubenCoupleCombatDetail:UpdateFeature()
local stageId = self.StageId
local showFightEventIds = XFubenCoupleCombatConfig.GetStageShowFightEventIds(stageId)
local gridBuff
for i, eventId in ipairs(showFightEventIds) do
gridBuff = self.GridBuffList[i]
if not gridBuff then
local grid = i == 1 and self.GridBuff or CS.UnityEngine.Object.Instantiate(self.GridBuff.gameObject, self.PanelBuff)
gridBuff = XUiGridStageBuff.New(self, grid)
self.GridBuffList[i] = gridBuff
end
gridBuff:Refresh(eventId)
gridBuff.GameObject:SetActiveEx(true)
end
local showFightEventIdsCount = #showFightEventIds
for i = showFightEventIdsCount + 1, #self.GridBuffList do
self.GridBuffList[i].GameObject:SetActiveEx(false)
end
if self.PanelBuffList then
self.PanelBuffList.gameObject:SetActiveEx(XTool.IsNumberValid(showFightEventIdsCount))
end
end
function XUiFubenCoupleCombatDetail:UpdateRewards()
self.GridCommon.gameObject:SetActiveEx(false)
local stageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId)
-- 获取显示奖励Id
local rewardId = 0
local IsFirst = false
local cfg = XDataCenter.FubenManager.GetStageLevelControl(self.StageId)
if not stageInfo.Passed then
rewardId = cfg and cfg.FirstRewardShow or self.StageCfg.FirstRewardShow
if cfg and cfg.FirstRewardShow > 0 or self.StageCfg.FirstRewardShow > 0 then
IsFirst = true
end
end
if rewardId == 0 then
rewardId = cfg and cfg.FinishRewardShow or self.StageCfg.FinishRewardShow
end
if rewardId == 0 then
for j = 1, #self.GridList do
self.GridList[j].GameObject:SetActive(false)
end
return
end
local rewards = IsFirst and XRewardManager.GetRewardList(rewardId) or XRewardManager.GetRewardListNotCount(rewardId)
if rewards then
for i, item in ipairs(rewards) do
local grid
if self.GridList[i] then
grid = self.GridList[i]
else
local ui = CS.UnityEngine.Object.Instantiate(self.GridCommon)
grid = XUiGridCommon.New(self, ui)
grid.Transform:SetParent(self.PanelDropContent, false)
self.GridList[i] = grid
end
grid:Refresh(item)
grid.GameObject:SetActive(true)
end
end
local rewardsCount = 0
if rewards then
rewardsCount = #rewards
end
for j = 1, #self.GridList do
if j > rewardsCount then
self.GridList[j].GameObject:SetActive(false)
end
end
end
function XUiFubenCoupleCombatDetail:UpdateStageFightControl()
local stageInfo = XDataCenter.FubenManager.GetStageInfo(self.StageId)
if self.StageFightControl == nil then
self.StageFightControl = XUiStageFightControl.New(self.PanelStageFightControl, self.StageCfg.FightControlId)
end
if not stageInfo.Passed and stageInfo.Unlock then
self.StageFightControl.GameObject:SetActive(true)
self.StageFightControl:UpdateInfo(self.StageCfg.FightControlId)
else
self.StageFightControl.GameObject:SetActive(false)
end
end